/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Public/CommonActivatableWidget.h
Bind our visibility to the activation of another widget, useful for making mouse collisions behave similiar to console navigation w.r.t activation Will immediately update visibility based on the bound widget activation & visibilites set by SetBindVisibilities.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidget) void BindVisibilityToActivation ( [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * ActivatableWidget )